flysouth wrote:ThanksI see this is in CPP. I looked at the source code to see what the setTurretEulerRotation command does.... _updateNodes(rot); mShapeInstance->animate(); mRot = rot;

Which looks like what was being discussed in that post.Taking all of the post about fixes into consideration it looks like this does not work and has never been fixed. So I guess if I want to use turrets I will have to use a different method